you're the first that's ever mentioned itEvil Juice wrote:BTW any italians on the forum? I often think to be the only elitehead in italy.

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aegidian wrote:Actually, a texture-light version is possible to implement:Evil Juice wrote:Nevertheless a textureless version (and with a bitmapped console, i know i'm just being overly retro) would be a fine option...
If there is a real demand for it, I suppose I could implement this, but it would be several days work in an area I'm not enthusiastic about. What do other people think?
Classic Elite only detected collisions between the player and other objects - so really only a handful of potential collisions (I think the most objects that could exist simultaneously was something like 14, and as soon as an object was outside of scanner range it ceased to exist). Non player ships could pass through each other with impunity. Non player ships could also shoot through each other (this is of course really referring to 8-bit Elite, I know ArcElite had much more collision detection and much more advanced AI than all the other classic Elites, I don't know about things like Amiga Elite).Ahruman wrote:collision detection in particular. Unlike classic Elite implementations, Oolite runs a fully-detailed simulation of everything going on in the system, which can easily result in hundreds of objects being tracked, with tens of thousands of possible collisions to check; I doubt classic Elite often got above ten, with a hundred potential collisions.
Possibly because your IRIX system for the main uses IRIX shared libraries, and GNUstep is the only thing using glibc et al. On GNU/Linux, the stack is GNU so everything propping up GNUstep is also propping up the rest of the system too and so is shared.Spooky wrote:According to gmemusage and top the 190M is pretty much all for Oolite, with a small shared componant. I guess the architectural differences are greater than I thought.
We just had a nice thread on that. :-)winston wrote:Oolite's collision detection can probably be made more efficient, the algorithm is I think O(n^2), but don't ask me how to make it O(n) because I've not got the faintest idea (and in any case, I think Giles is working on reducing the collision detection overhead). I did Systems Analysis, not computer science :-)
Giles and I went through collision detection reducing method calls a while back, but depending on the library call overhead of the ABI fast-objc-dispatch might shave off a few percent. It’s off in Oolite-mac for pre-Tiger support.winston wrote:When Fedora Core 5 is out, I'm also going to see what (if any) difference using fast-objc-dispatch makes on Oolite-Linux (apparently, the GNUstep Objective-C runtime isn't the most efficient in the world, and fast-objc-dispatch will probably help older hardware).
That's not a performance bottleneck, that's a feature! Following on from Max Payne and the various matrix games/ripoffs, comes Oolite... now with bullet-time!Rxke wrote:I'm getting quite good at pitched battles @ 7-9FPS, (aka slideshowfighting, heh) but still...
If you are still about...Evil Juice wrote: ↑Tue Feb 21, 2006 2:41 pm BTW any italians on the forum? I often think to be the only elitehead in Italy.